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Posts posted by Ragir

It's been a while, but there are good reasons for it: we're working on some big stuff in the background and we're very excited to share those things with you at a later date. While that is going on, we wanted to make some improvements to the current state of the game, so there are a few big items on the list below.

Mainly, the PhysX crash has been fixed. It seems to be a bug in how UE4 handles collision and we can't be 100% sure our fix will cover all cases, but from our internal testing we've had 0 crashing related to this issue. We've also fixed some long standing bugs, like the dark parking lot and some minor issues.

There's a few improvements as well, like the new Breakthrough Station sounds, client update speed and the Continue button sending people off to far away lands on a laggy adventure. The last one is just a temporary fix while we work on the matchmaking, so don't worry - it's coming back one way or another.

Hello again! We've had some major reworks completed this week, so able to push the newest update your way, with some cool fixes. There also has been some hardware changes on our machines to make sure the game is more stable, so let us know if you have any issues.

Update 0.8.6 Patch Notes

[BUGFIXES]

Fixed Anders PhysX crash,

Fixed Quad and Buggy summon limit,

Fixed not gaining XP for repairing friendly vehicles (they still don't show up on HUD, but are calculated properly now),

Fixed Breakthrough Radio Station being marked after destruction,

Fixed Breakthrough Radio Station being marked as objective after destruction,

Fixed Breakthrough Station markers interfering with using strikes via map,

I'm going to have to check this to be 100% sure, but AFAIK only Valve can issue VAC bans, we are issuing game bans. Sorry for the mixup! This one is one me, I'll make sure to fix this in the WR as well.

As for my absence, I'm taking some time off community work as it's impacting my sleep and work overall and I need to focus on making sure the game is done, I'll come back as soon as possible ^^

@Enigma Ok, so this is kinda a good thing you've found there. As you might've noticed, you get over 200fps at times. This is a well know bug in UE4 that causes it. It's not because of those two settings, it's because you have over 200fps.

To verify this, please try this:

Set both of those settings back up to 1,

Verify that you hit over 200fps and this happens again,

Turn on frame limiter and set it below 200fps.

If the problem stops, this is exactly what happens. We have plans to fix this UE4 bug, but for now there's not many people that have over 200fps constantly, so it's low on the priority list.

This one is mostly focused on bugfixing and small improvements, mainly in the game stability. We've done some work with streaming data and it seems to help with both crashing and stuttering, but we'd prefer to test it first.

PTE 0.8.10 Patch Notes

[BUGFIXES]

Fixed crashes related to streaming,

Fixed Quad and Buggy map limits,

Fixed not gaining XP for repairing friendly vehicles,

Fixed some minimap markers staying on the map after parent object is destroyed,

Fixed canted red dot reticle not appearing after switching from main one,

The main idea behind keeping cap rewards the same for capping enemy points and completing links is basically what's been said: sometimes it's more important to break links than it is to complete them.

We've all seen matches that go from 1000 : 4820 to 5000 : 4820, and that's precisely when you want to ignore completing links in order to win the match, you can have 2 links and the enemy only 1, but you will loose if you don't break them. If you have one link and the enemy has 0, you are still winning, so the most important thing is to have more, not necessarily to link all of them.

This means that skewing scoring towards completing links might sometimes go against what's best for the team.

I personally think that it's frequently more beneficial to DEFEND points rather than attacking them because of this. We only need one link and to keep the enemy from taking it - they'd have to focus their attacks, which is really hard to do, so you need more attackers to take defending point, which frees the rest of the team and bounds the enemy in one spot.

We're planning a few changes to Warzone regarding defense (more points!) and, most of all, educating people about how to play Warzone properly. It might seem like a simple case of cap more points, but it's not always as simple and we all know one good squad can easily win the whole game, even if they start out loosing.

TL;DR: It's not always best to complete links, we'll have tutorials and we'll increase rewards for defending.

Wouldn't it be much better for the whole game if you explained to them what to do instead of calling them idiots?

Overall, just to clarify, we're not doing anything else here, we've been banning toxic people since the game launched in Early Access, we've just streamlined the process of reporting behaviours to the team, nothing more. Up until now, we've been getting reports via email, on Discord PMs, forum PMs and forum posts, and it's easy to just miss them for a few days, so now we've got a form that you send your stuff to and we have a single spot to check for new reports.

We're not going to ban people for just trash talking, but some people go way overboard with the insults and are making the game worse for it. We're especially targetting TKs as there's no good system to stop them in the game right now (there was, but then we added a server browser, so matchmaking delays are worthless). This is going to change, but for now we have the reporting form.

Nobody gets a permanent ban on their first or even second offense and we're giving out 24/48/72h bans for different things.

For example, if you spend a whole match teamkilling, that's CLEARLY trying to make the game worse for everyone else and being intentionally a dingdong, so that's at least 48h. For calling someone's mother names (or generally just being a dingodng again, but verbally), there's 24 and so on.

With the chat abuse it's really hard to tell sometimes, so we try to stay on the side of not banning, but sometimes it's clear that someone has to chill out for a day.

In general, Linux is not a target platform at this time, but that doesn't mean we won't be making moves towards a Linux version later in development. It all comes down to having to keep multiple version of the game in sync, which would slow us down at this moment.

I can't promise that and I can't really say if EAC is working to fix the issue on their side, but for now there's no new information to give.

We're happy with the current TTK, but balancing is a whole different game - there's a lot of variables when it comes to weapons and attachments, but even though we just had a quick balance pass a year ago it's still holding up ok. Once more weapons are in and the game is more finished, we'll have another balance pass to make sure things are ok.

We didn't want long TTK so you can't just tank bullets and use your aiming skills to win every fight, positioning and good movement are also a big part of it. The idea is that even the best player in the world will get rekt if they just move badly and get jumped. This means that people that aren't so great at pure aiming can still hold their own in a fight and be useful in matches.

I don't think we'll be sharing the internal documentation, mainly because we change a lot of stuff, so I wouldn't count on getting a link to this one, but creating a copy might be something we can do, since this data is public anyway - I'll ask around.

We've always wanted our game to promote smart play and playing as a team and if you do that, you can really change the course of the game, I don't think a stalemate in one corridor is something we're interested in, but this doesn't mean we won't have some spots like on Metro - for now Breakthrough is probably the closest you'll get and sometimes it is an absolute meatgrinder

Have you prepared some new maps for us? All new maps will be after 1.0 version ?

There's a lot of content planned for after 1.0, with 9 maps being there when 1.0 hits and more being added after the full release.

22 hours ago, ೞoℓf✌ said:

ill we contol Fighter aircraft, Jetfighters. Will aerial combat be presented not by helicopters?

There are not current plans to implement flyable aircraft, this is mainly due to how maps are constructed and the fact that we don't feel like this would really influence the gameplay in a positive way.

22 hours ago, ೞoℓf✌ said:

Will we see patched vechicle HUD 1.0, with correct heli HUD and AA vechicle ?

Yes

22 hours ago, ೞoℓf✌ said:

Will u add more free vechicle on base like in bf?

This is to be seen, we've added a new one last big patch and we'll be changing and balancing how many and which vehicles there are for free.

22 hours ago, ೞoℓf✌ said:

Will u change breakthrough mode? What ideas do u have ?

There's a few things we want to change in BRE, but overall it's mostly done. Changes will be centered around clearer instructions and tweaking timers, spawns and point locations mostly. We have an option to make singular and triple points as well, we'd like to play around with this.

22 hours ago, ೞoℓf✌ said:

With the advent of menu 2.0, what will happen to the global map? Will the supply system remain? Will it work correctly giving bonuses, or is something completely different waiting for us?

The Metagame will be changed so it's easier to use and works mostly in the background.

22 hours ago, ೞoℓf✌ said:

Will we see the general list of servers in one place, without dividing by EU / USA / ... etc. before 1.0 ? soon after 1.0 ?

Before 1.0, we're working on it right now. We'll merge the regions together and all servers will be seen by all players.

22 hours ago, ೞoℓf✌ said:

Will models be added to change the face of the character?

I don't have anything to say about this one, but it would be weird to have just one dude clone running around

Just for some context, this is a PhysX bug that we've been having off and on for about 2 years now (we can't fix PhysX itself, we have to work around the issue). The main problem with finding it is that when the program stops and we catch it, all we get is a list of vertices, we don't know which collision mesh causes it.

First time it happened was the character collision with one specific rock mesh on Berlin, second time was grenade collision hitting stuff weird (that's the technical description :P) and third time it was something on the Anders. For the first two we've had to create tools that help us find it, for example a character that teleports every frame randomly until it crashes and reports what it hit. Second one was a character that throws a grenade randomly each frame until crash and third time we had to rebuild Anders, so we're back at it and we'll get this one again.

We've been tracking down the server issues and we've got some crashes and disconnects figured out, so here's one for the weekend. There's still at least one client crash that we've found, but without proper testing we don't want to risk pushing it to Live, so expect those issues to be resolved later.

Update 0.8.5 Patch Notes

[BUGFIXES]

Fixed deploy screen not showing up sometimes (especially on TDM),

Fixed the death fade to black sometimes happening again after respawning,

What I got from it is you trying to make fun of both The Farm 51 developers and homosexual people, which is why the ban was issued. If this wasn't the case, please explain, because I don't know why would you change your name to this one.

I don't see any good reasons for this name, is there anything else than just trying to get someone angry behind this?